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Can a T/M use Edwin's Amulet with UAI?

Posted: Mon Nov 18, 2002 9:49 am
by Indra
I've restarted BGII for the third time in 7 days with a new char - Half-Elf Swashy/Mage Multi (SK'ed, of course..). I was hoping to equip him with Edwin's amulet to get bonus spells, but I'm not sure if it can be done. Has anyone used UAI to equip Edwin's amulet? and does it grant extra spells to any char? Also..

1) If I pick up Jahiera in Irenicus Dungeon, ditch her right outside, and then pick her up at the Harper hold, will the romance start? (I want the extra ring of Wizardy) Or do I have to hack JAHIERAROMANCE with SK to make it work?
2) My Swashy/Mage cannot place more than one point in either Dual-Weild or Weapon prof despite being a swashbuckler. He does get AC and THACO benefits though. I've pushed his levels back to 0/0 and leveled him back up, and of course I can edit the points in SK, but is there a way to
fix it so he gets his extra slots?

Thanks..

Posted: Mon Nov 18, 2002 11:36 am
by garazdawi
Originally posted by Indra
I've restarted BGII for the third time in 7 days with a new char - Half-Elf Swashy/Mage Multi (SK'ed, of course..). I was hoping to equip him with Edwin's amulet to get bonus spells, but I'm not sure if it can be done. Has anyone used UAI to equip Edwin's amulet? and does it grant extra spells to any char? Also..
The first part is to get it OFF the stubborn skull of the mage. If y can get it off him the UAI might work inorder to equip it. U would probably ahve to use sk or something to do this.....not sure

Posted: Mon Nov 18, 2002 2:15 pm
by NiteWulf
1. Good idea, doesn't his necklace come off when you destroy our red-flavoured mage-friend?
Beware; if you SK the necklace on your characters' neck, but it might be stuck there -tried to put Boo in Jans' inventory once- you can use infinity to remove the "unremovable" status.

2. The hard way -to me, that is- hack the characters' kit and set the weapons availablity to 4 main-hand slots and 1 off-hand slots.
Since I don't know how, you could create a weapon in Infinity and add 2 or 3 bonus slots in main-hand.
Don't forget to make it permanent, just load it in the game (CLUA, SK) equip and unequip and voila, there are the slots.

Hope this'll help you out.

Posted: Mon Nov 18, 2002 2:38 pm
by Indra
Good idea, doesn't his necklace come off when you destroy our red-flavoured mage-friend?


unfortunately, it dosen't. In my other game I got Jan and my K/M to take out Edwin. But he dosen't drop any amulet. I guess it's just there to add the affects to him, like Boo adds affects to Minsc. I guess I'll just live without it then, though 2 extra slots per level would be REALLY cool. Pity, he's such an irritating pest..
The hard way -to me, that is- hack the characters' kit and set the weapons availablity to 4 main-hand slots and 1 off-hand slots.


I'm not quite sure I understand..Sorry!..What I've done right now is use SK to give him ++Katana ++Dual Wield. When he uses the Katana in Irenicus Dungeon his THACO drops by 1, and the Char screen says Weapon Style: 0 main hand, -4 Off hand while Dual wielding, so I must be doing something right. I don't think I get more than 3-4 weapon slots in the future for him, so I'll probably just put +1 in each as I go along. Does anyone know when exactly Rogues get proficiency slots? My Char got his fourth at Lvl8, are the next two at Lvl14 and 20? - I'm assuming multi classes get THACO and Weapon Profs based on the more weapon oriented class - Thief in case of a Thief/Mage. Thanks..

Posted: Mon Nov 18, 2002 10:06 pm
by fable
Originally posted by NiteWulf
1. Good idea, doesn't his necklace come off when you destroy our red-flavoured mage-friend?


Afraid not. It just vanishes. I seem to recall some of the cheese types up here talking about CLUAConsoling it into existence, so maybe one of 'em can give you the appropriate code to use with Shadowkeeper.

Posted: Tue Nov 19, 2002 3:33 am
by UserUnfriendly
it is like the troll minhp item, or finmel or imoens belt...it cannot be removed, its marked non droppable...

i have added the amulet to my custom hacks, you must go into shadow keeper, and choosing the neck slot of the person you want to wear it, add "edwins amulet" misc89....

that char will not be able to remove it, so that char can no longer use amulet of power or what ever...

however, it does work, i remember, even added to the ring or belt or even boots,....and it gives you 2 extra spells per level....

now leveling up...

you are basically creating another jan....illusionist mage or thief mage with swishy kit added, and if you ever took jan, you will note that he can, like a mage, only get one star per weapon type, like aerie and nalia and immie...

this is a kit type limitation, no way around it except to give yourself the extra prof points, unless you do kit creation....

urm, i am a bit hesitant to suggest this, cause its completely untested, but if you install ease of use and multiclass grandmastery, you might be able to override this,....i simply have never tried it, so i cant tell you if it works,....but this is the best i can come up with...

safest is to give yourself the stars via sk....

be warned, however, once you exceed one star in a thief mage multi, no longer will you get ANY proficiency stars when you level up..i added grandmastery to sorcs, and leveling up they no longer get any profieciency points at ALL.....

try it....

Posted: Tue Nov 19, 2002 6:06 am
by NiteWulf
@Indra: Sorry, my mistake, I thought you meant weapon slots instead of prof. slots.

About Edwins necklace: Extract the fil User mentioned from Shadow Keeper, load it into Infinity Explorer and remove the "unremovable" marking from it.
Now you can use it free if you trasport it back to SK and load it in your game.

Posted: Tue Nov 19, 2002 9:42 am
by Indra
Char turns buggy..

Gentlemen,
Thank you all for the advice. However, I think I've given up on this char. I had gotten him to Mage/Swash 10/11 yesterday, and noticed something very strange.

1) On some hits with a katana from Irenicus dungeon (non enchanted, 1D10) my char does 17-18 on some hits! With 18 Str and ++ in Katana, the max he should get is
15 -> Strength 2 + Weapon Prof 1 + Swashy 2 + 1D10. That's one bug.
2) He was getting one extra spell every slot!. I tried levelling him up to 6Mil Xp and comparing to a normal T/M, and he still gets 1 extra spell every slot, and 2 extra 7th level spells!. Bigger bug.
3) Of course, I'd changed the PaperDoll to Thief Male Human since I think the Elven Paper dolls look VERY wimpy. I saw a post where User said changing the paper doll can really mess up a char. But even changing the paper doll to Thief Male Elf did not fix 1) and 2). Maybe the damage was already done..

So one more char bites the dust. I think I'll stick to Human chars from now on, since I really dislike Elven and Half-Elven paper dolls. Isn't there any class (single or Dual) a human can play who can fight well, backstab and be a respectable mage? Maybe that's asking too much..or a seperate thread.. :)

Posted: Tue Nov 19, 2002 1:35 pm
by VonDondu
Originally posted by fable
Afraid not. It just vanishes. I seem to recall some of the cheese types up here talking about CLUAConsoling it into existence, so maybe one of 'em can give you the appropriate code to use with Shadowkeeper.
Creating Edwin's Amulet with a CLUAConsole command won't help. If you create the amulet that way, it will appear in the first empty inventory slot, but since it is an "undroppable item", it will remain stuck there until you remove it with ShadowKeeper.

As NiteWulf and UserUnfriendly alluded to, some items, including Edwin's Amulet, are marked with the attribute "undroppable". That means it cannot be removed from the slot it currently occupies, whether it's an inventory slot, the character's neck, or whatever. If Edwin's Amulet were not "undroppable", it would fall off of his neck when he died. As it is, the amulet remains on his body and disappears when his body disappears.

As NiteWulf explained, you can disable the "undroppable" attribute by using an item editor. (ShadowKeeper is not an item editor, BTW.) That involves placing a new .ITM file in the OVERRIDE directory. If the new item has the same code as the old item, it will seamlessly replace the old item. Then you can either recover the amulet from Edwin's body, create it by using a CLUAConsole command, or use ShadowKeeper to put it on your character's neck.

Personally, I prefer a little custom item of my own known as "Imoen's Amulet," hehe. (j/k)

Posted: Tue Nov 19, 2002 1:42 pm
by NiteWulf
Yes, that's what I meant.
Thanks for putting it into words, VonD. ;)

Posted: Tue Nov 19, 2002 1:46 pm
by VonDondu
My pleasure. :)